PlugY source code
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PlugY source code
Hello everybody !
I'm still alive.
And today I just release the code source of PlugY today on my site : http://plugy.free.fr
The real reason to come back here is because I need money but don't worry I don't sell it, it's free to download.
I won't update it for LoD 1.13D, so if somebody want to do the work he can now !
I will come back more later to reply to some questions if you have.
Have fun with coding
I'm still alive.
And today I just release the code source of PlugY today on my site : http://plugy.free.fr
The real reason to come back here is because I need money but don't worry I don't sell it, it's free to download.
I won't update it for LoD 1.13D, so if somebody want to do the work he can now !
I will come back more later to reply to some questions if you have.
Have fun with coding
- Necrolis
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Re: PlugY source code
Good to see you are still around Yohann!
I'm sure many of the people still left here are going to go crazy fiddling with PlugY (especially to customize it to work with certain mods!).
I myself actually started making my own variant of your stash (mainly cause I've replaced everything your code hooks into ), gonna be interesting to compare code.
Also gonna sticky this for visibility etc.I see you have already done that, this should be added to the next news announcement.
I'm sure many of the people still left here are going to go crazy fiddling with PlugY (especially to customize it to work with certain mods!).
I myself actually started making my own variant of your stash (mainly cause I've replaced everything your code hooks into ), gonna be interesting to compare code.
Also gonna sticky this for visibility etc.I see you have already done that, this should be added to the next news announcement.
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- kidpaddle94
- Principality
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Re: PlugY source code
Same here, except I haven't started yet personally. (was only gathering info for it and thinking to do it at some point).Necrolis" wrote:I myself actually started making my own variant of your stash
This will surely help and save me a lot of time, thank you very much for this release Yohann
- weapon-x
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Re: PlugY source code
currently downloading...Yohann" wrote:Hello everybody !
I'm still alive.
And today I just release the code source of PlugY today on my site : http://plugy.free.fr
The real reason to come back here is because I need money but don't worry I don't sell it, it's free to download.
I won't update it for LoD 1.13D, so if somebody want to do the work he can now !
I will come back more later to reply to some questions if you have.
Have fun with coding
thank you for this sir... i'll try to peek-in perhaps we can fully extend the savefile size for 1.10
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: PlugY source code
Good news. Thanks to share source code.
- drconfused
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Re: PlugY source code
Wow this is really tremendous! While I have no clue when it comes to programming, I have been a lurker here for many years and continue to enjoy the mod community. I think without the PlugY additions to diablo I probably would not have maintained interest. You definitly have my support! Looking forward to seeing what comes of releasing the source
Re: PlugY source code
*Casts Raise Undead Thread*
I've looked at the code to see if I could patch it to work with 1.13d. No offense to your hard work, Yohann, but the code is hard to interpret, and clearly not designed to flexibly support multiple versions of D2. Gad, I am surprised how you have been able to maintain PlugY all this time. Looks like I'll be sticking with 1.13c.
Have you ever considered rewriting it from scratch, just so that adding offsets for different D2 versions wouldn't be as overwhelming? If so, how?
I've looked at the code to see if I could patch it to work with 1.13d. No offense to your hard work, Yohann, but the code is hard to interpret, and clearly not designed to flexibly support multiple versions of D2. Gad, I am surprised how you have been able to maintain PlugY all this time. Looks like I'll be sticking with 1.13c.
Have you ever considered rewriting it from scratch, just so that adding offsets for different D2 versions wouldn't be as overwhelming? If so, how?
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- Necrolis
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Re: PlugY source code
It looked to me that it was only really designed for one version, and Yohann needed to hack in more versions as time went on.mmpx222" wrote:*Casts Raise Undead Thread*
I've looked at the code to see if I could patch it to work with 1.13d. No offense to your hard work, Yohann, but the code is hard to interpret, and clearly not designed to flexibly support multiple versions of D2. Gad, I am surprised how you have been able to maintain PlugY all this time. Looks like I'll be sticking with 1.13c.
Have you ever considered rewriting it from scratch, just so that adding offsets for different D2 versions wouldn't be as overwhelming? If so, how?
The biggest problem with multi-version support is normalizing calling conventions after 1.10, many intra-module functions use optimized calling conventions that need inline asm to call. To work around this you need to have global function pointers that either get the functions directly if they are regular or a pointer to an assembly wrapper that adapts the calling convention. The othe problem is that blizzard started shifting around struct members after 1.10 to make maph@cks hard to make.
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Judgement is Final, Death is Eternal
Re: PlugY source code
That's too bad. Perhaps it would have been better if there was one version of PlugY.dll for each version of D2, and PlugY.exe loaded them as needed.Necrolis" wrote:It looked to me that it was only really designed for one version, and Yohann needed to hack in more versions as time went on.mmpx222" wrote:*Casts Raise Undead Thread*
I've looked at the code to see if I could patch it to work with 1.13d. No offense to your hard work, Yohann, but the code is hard to interpret, and clearly not designed to flexibly support multiple versions of D2. Gad, I am surprised how you have been able to maintain PlugY all this time. Looks like I'll be sticking with 1.13c.
Have you ever considered rewriting it from scratch, just so that adding offsets for different D2 versions wouldn't be as overwhelming? If so, how?
The biggest problem with multi-version support is normalizing calling conventions after 1.10, many intra-module functions use optimized calling conventions that need inline asm to call. To work around this you need to have global function pointers that either get the functions directly if they are regular or a pointer to an assembly wrapper that adapts the calling convention. The othe problem is that blizzard started shifting around struct members after 1.10 to make maph@cks hard to make.
D2TXT / D2INI - Python scripts for editing TXT files, or converting between TXT ↔ INI files
Re: PlugY source code
Yes, Necrolis have right,
To reply myself to mmpx222, adding a new version isn't just adding offsets. There are a lot of work to do.
And yes Necrolis, the convertion to 1.10 give me a headache !
But I think the convertion to 1.13d shouldn't be so hard. I guess there are only offset changes.
So I suggest to just to replace 1.13c offset by 1.13d and ignore all others versions.
To reply myself to mmpx222, adding a new version isn't just adding offsets. There are a lot of work to do.
And yes Necrolis, the convertion to 1.10 give me a headache !
But I think the convertion to 1.13d shouldn't be so hard. I guess there are only offset changes.
So I suggest to just to replace 1.13c offset by 1.13d and ignore all others versions.
Re: PlugY source code
Is there any interest in updating this for 1.14a?
Re: PlugY source code
I think this will be a community task instead of yohanns
there are two github repos that contain the source code and added some additions (mostly translations I think).
https://github.com/Speakus/plugy
https://github.com/tytannial/PlugY
maybe we could find some coders that could combine both and update the code for 1.14a
there are two github repos that contain the source code and added some additions (mostly translations I think).
https://github.com/Speakus/plugy
https://github.com/tytannial/PlugY
maybe we could find some coders that could combine both and update the code for 1.14a
Re: PlugY source code
Unfortunately it looks like updating PlugY for 1.14a would be much more difficult than doing so for 1.13d, as all the libraries have been merged into Game.exe and finding new offsets/ordinals would be more difficult.
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Re: PlugY source code
Preliminary up-dating of the PlugY(v11) files with support 1.13d
https://yadi.sk/d/8gDmBc97qm8Rf
- there is no support 1.14.
- additional commands work strange, /listcube brings down game - but this it was also with original PlugY(v10).
- the processed localization with external the file of the localized lines.
https://yadi.sk/d/8gDmBc97qm8Rf
- there is no support 1.14.
- additional commands work strange, /listcube brings down game - but this it was also with original PlugY(v10).
- the processed localization with external the file of the localized lines.
Last edited by LAutour on Wed Apr 06, 2016 8:04 am, edited 1 time in total.
Re: PlugY source code
@LAutour
would it be possible for you to release your work via github?
I linked two repositories 2 posts ago which could be forked.
would it be possible for you to release your work via github?
I linked two repositories 2 posts ago which could be forked.
Re: PlugY source code
А little later - as I will correct the additional plugy commands.
Re: PlugY source code
it would be nice to see the PlugY 11.00 revisited and even taken all the way to the current patch.
Is this even at all possible, based upon some of the searching and what I have found so far. Conversations are pointing to the fact that it could be done and is even close, it appears. Some of us still play from time to time lol.
Thanks for considering it,
Gravithan
Edit: P.S. HAPPY HALLOWEEN
Is this even at all possible, based upon some of the searching and what I have found so far. Conversations are pointing to the fact that it could be done and is even close, it appears. Some of us still play from time to time lol.
Thanks for considering it,
Gravithan
Edit: P.S. HAPPY HALLOWEEN
Re: PlugY source code
How can I debug PlugY.dll? Only use log file?
When I attach to Process Game.exe with plugY.dll,the Game.exe paused running.
====================
Now I can debug it well.
2020-01-12
When I attach to Process Game.exe with plugY.dll,the Game.exe paused running.
====================
Now I can debug it well.
2020-01-12